DayZ
Solar Panel Power System
Sgt SaVage Jul 16, 2021 @ 11:59pm
Some ideas to add for this mod
Hell of a mod ...

Was thinking of some ideas to make this mod more functional

* Placeable florescent lights on walls roofs of buildings
* Electrical Wire to connect lights
* Light switch to switch light off on grid
* Electric Heater (Winter maps)
Showing 1-12 of 12 comments
Rodney | EAS-4747 Jul 18, 2021 @ 10:14pm 
To add to his list:

Change the types.xml so that the kits can spawn in certain locations. Currently, the types.xml do not specify the class, or location, so the kits do not spawn in game. They are only spawned in by an admin.
Xamy Jul 20, 2021 @ 11:33am 
Here's an idea:
Upon deployment, scan the immediate area for buildings, then write their attributes to the solar panel's ctx, using them to enable the building's power distribution and lights with the obvious results and benefits.
A lot of work would be either creating position arrays for each building (power outlets, light switches and lamps) or invisible objects with the necessary memory points / geometry to go on top of those buildings, but since dayz has a lot of repetition with the residential buildings, it's not a herculean task.

...alternatively one could scan for doors and fireplaces in those buildings and just generate "good enough" positions for lights, then switch them on / off automatically depending on whether or not a player is inside & the power chain having enough energy.
Ravenous1032 Jul 22, 2021 @ 10:22pm 
Rodney... why not just add those designations in yourself? It's pretty easy my friend.
RedFalcon  [developer] Jul 23, 2021 @ 1:21pm 
My thoughts on these ideas (BTW I love 'out of the box' ideas and suggestions that folks come up with, even when they're not really feasible):

Sgt SaVage: I've definitely been thinking down this path. I currently use the solar panels tied together with power strips (BBP 4 Gang Plug), cable reels, the construction spot lights for lighting. Definitely a PITA to string up and looks very 'rough and ready'. The placement of ceiling lights may be a bit tricky. I'm thinking along the lines of an 'electrical pack' that includes copper wire, junction boxes, and power switches that end in a plug socket to plug in lamps or such. For the building heater, I thnks that doable as a variant of the HeatedBuildings mod but only for the building that the heater is placed. I'll investigate further.

Rodney | EAS-4747: as Ravenous1032 pointed out, this can all be accomplished with DayZ configurations (types, spawnabletypes, events, etc.)

Xamy: Well you definitely think big my friend but I suspect that one of us is way ahead of the other in understanding what can be modified in DayZ. Perhaps if I had all the actualy building P3D models that I could edit and add memory and view LODs. Also, doing a ghost object that sits int he same position would require creating those for every building type in a map, then placing them...per map. The though of doing this for Chernarus along locks my brain up. The concept of 'scanning the area' looking for buildings, door, and fireplaces is not possible/practical based on my understanding.
Rodney | EAS-4747 Jul 25, 2021 @ 10:55pm 
Ravenous1032, I thought about doing that, but I didn't want to mess up the .xml file. Also, I did not know exactly where to set the spawn for these... I am aware it can be easy, I just did not know where to begin.

Last edited by Rodney | EAS-4747; Jul 25, 2021 @ 10:56pm
Dirk Sep 30, 2021 @ 11:40am 
Does anyone have an example for the entry in Types.xml? I don't see the solar kits, only those that are already installed.
SeNhOrDoCaOs Oct 2, 2021 @ 5:31pm 
Very good.
ElsieRaven Oct 3, 2021 @ 8:55am 
Changed my types entry to this _

<type name="RFSolarPanelKit">
<nominal>30</nominal>
<lifetime>172800</lifetime>
<restock>0</restock>
<min>20</min>
<quantmin>20</quantmin>
<quantmax>50</quantmax>
<cost>100</cost>
<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
<category name="tools"/>
<tag name="floor"/>
<usage name="Industrial"/>
<usage name="Farm"/>
<usage name="Village"/>
</type>

What else do I need to do to get these to spawn?
Manky Scots Git Dec 3, 2021 @ 1:12pm 
The one thing I have always wanted from a solar panel is a remote on/off switch. The panel is outside ... the lights are inside ... going outside to turn the lights on and off is a drag. There's wolves and dead out there after all!

You kind of allude to this idea in your "electrical pack" comments
Last edited by Manky Scots Git; Dec 3, 2021 @ 1:13pm
Old_Wild_Lynx Jan 4, 2023 @ 8:26am 
Add the ability to charge batteries ? Trucks, cars and 9v ? would it be very complicated?
Solacian Allie Apr 2, 2023 @ 4:01am 
ability to change how you can deconstruct the panel in a config, so you can either leave it as it is, or allow you to pack it up for travel, since i personally like them to be hard to come by, but the issue then is, when upgrading a base you might want to move the panel, but then have to destroy it and go find another, a way for servers to edit this for their specific niches would be neat
A little addon to the Panal can be to add a Combination slot (for Codelock)

attachments[]=
{
"TruckBattery",
"Att_CombinationLock"
};
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